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Reply To: Official PyroJam 2024 Discussion Topic

Thanks so much for starting this thread Drew.  If anyone has any questions about the competition feel free to post here.  I don’t mind anyone emailing me as well, if I do get one I’ll post it here though so everyone has the benefit of any questions asked.  Good luck to everyone, we can’t wait to see what you all come up with this year 🙂

Showven FXcommander and PyroMote

To create and export a pyro script for the Showven FXcommander and PyroMote firing systems, please follow these steps: Address the show (“Addressing > Address show…”) and select “Showven” and “PyroSlave X16” as the controller and module type. Export the script (“File > Export > Export firing scripts“). Step 2 creates the script file, which has the “CSV” extension.  The file format details are described in this section. The Showven firing systems also support DMX fixtures.  Please see DMX basic instructions for general DMX scripting instructions.  If you are interested in how the script format incorporates the DMX commands along with the pyro commands, the details are presented in Table 2 and Table 3 in this section.     Figure 1 – Showven FXcommander firing system   Table 1 – File format and encoding File format Extension Text encoding Field delimiter End-of-line Text .CSV ASCII Comma CRLF The script contains rows for the pyro firing events and DMX channel state vectors.  Multiple pyro effects fired at the same effect time can be combined in a single row if their effects have the same part number.  The special characteristics of the script are shown in the following table:   Table 2 – Special characteristics Special characteristics Description Sort order of rows Rows sorted first by effect time, then by event time as secondary criterion. What rows represent Each row represents a one or more module/pin addresses of pyro effects with the same part number, fired at the same effect time (and therefore  the same prefire and event time); or a DMX channel/value state vector starting with channel 1, the length of the state vector covering all non-zero values. Header The first line of the file is the CSV header row, which specifies the fields of the following data rows: Device,Name,Timecode,Addr,Duration(s),Prefire(s),Position,Angle Time resolution Milliseconds. DMX support Showven FXcommander and PyroMote support DMX fixtures sharing a single 512 channel DMX Universe.   The DMX related rows in the script are state vectors defining the values of all 512 channels at the time of the event, which are to be held for the duration of the event and then reset to zero if another event does not follow at exactly the time of the event plus its duration.   As an economy, the state vector can be shorter than 512 channel values, implying the remaining values are zero. Representing any change to any one or more channel values at a given time requires the state vector defining the state of all 512 channels at that time.  Thus rapidly changing channel values, such as an animation of a light color or moving head angle, require approximately 1.5KB times the sampling rate of memory for the script, e.g., 15KB/sec for 10Hz sample rate, if the 512 DMX Universe is fully allocated. Special characters Characters in the script are limited to low ASCII excluding single-quote, comma, semicolon, double-quote, tab, newline.   Each row in the script has a number of fields separated by the comma character.  The names of the fields and their descriptions are in following table.   Table 3 – Specifications of script Showven FXcommander and PyroMote fields Field name Description Device “Pyro” or “DMX” or “SAFETY”, indicating the meaning of the row.  A Pyro row is a trigger of one or more pyro ignition pins; a DMX row is a DMX state vector consisting of a variable length array of channel values; a SAFETY row is a DMX state vector consisting of a variable length array of channel values — 0 for non-safety channels, and the armed value for safety channels. Name For Pyro rows, the name of the triggered effect; for DMX rows, the fixture type of the first fixture involved in the change to the DMX state vector, where first means lowest DMX Channel Base address; for the SAFETY row, empty-string.  Maximum 128 characters, low ASCII excluding single-quote, comma, semicolon, double-quote, tab, newline. Timecode The effect time in the format HH:MM:SS:DDD.  The actual ignition time will precede Timecode by Prefire(s). Addr For Pyro rows, one or more three-digit hex numbers separated by semicolons, indicating module number (first two digits) and pin number (third digit); for DMX rows, a channel state vector consisting of a sequence of 1 to 512 two-digit hex numbers separated by semicolons indicating channel values of the corresponding channels (the first hex number is value of channel 1, not channel 0 which doesn’t exist, second hex number is value of channel 2, etc.); for the SAFETY row, a sequence of one or more two-digit hex numbers indicating whether the corresponding channels are safety channels (by non-zero values that put the fixtures in the armed state) or non-safety channels (by zero values).  The channel values in DMX rows for channels that have non-zero values in the SAFETY row are ignored.  Channel value sequences in the DMX rows and SAFETY rows are variable length, up to 512 channels.  If they are shorter than 512 channels, they are equivalent to a full 512 channel sequence with zeros for the remaining values. Duration(s) For Pyro rows, the duration of the effect; for DMX rows, the duration for which the state vector applies before channel values revert automatically to zero; for the SAFETY row, empty-string. Prefire(s) For Pyro rows, the delay from the ignition time and the effect time in floating point seconds (the ignition time = Timecode – Prefire(s)); for DMX rows and the SAFETY row, the value 0.0. Position For pyro, the name of the first involved launch position represented by the row, where first means lowest module/pin address; for DMX rows, the first fixture position involved in the change to the DMX state vector, where first means lowest DMX Channel Base address or fixture.; for the SAFETY row, empty string. Maximum 128 characters, low ASCII excluding single-quote, comma, semicolon, double-quote, tab, newline. Angle For Pyro rows, ASCII art (\|/) representing the directions of the triggered effects if they are all the same or empty-string otherwise; for DMX rows and the SAFETY row, empty-string. The example script shown in Figure 2 is also available for download in Table 4. Device,Name,Timecode,Addr,Duration(s),Prefire(s),Position,Angle SAFETY,,,00;FF;00;FF;00;FF;00;FF;00;FF;00;FF,,0.0,, DMX,Sparks Flash,00:00:01:100,FF,3.0,0.0,sparkular-01, Pyro,Crossette Switch,00:00:03:842,010;110;210;310;410,,0.0,pyro-01,| Pyro,30mm Red Comet w/ Tail,00:00:09:890,850,,0.0,pyro-06,| DMX,Sparks Flash,00:00:10:000,FF;00;FF;00;FF,2.5,0.0,sparkular-03, Pyro,30mm Red Comet w/ Tail,00:00:10:811,860,,0.0,pyro-07,| Pyro,30mm Red Comet w/ Tail,00:00:18:395,870,,0.0,pyro-08,| Pyro,30mm Red Comet w/ Tail,00:00:19:286,880,,0.0,pyro-09,| Pyro,Crossette Switch,00:00:25:452,011;111;211;311;411,,0.0,pyro-01,| Pyro,1.1 PFT Green Comet w/ Tail,00:00:41:893,050;150;250;350;450,,1.1,pyro-10,| Pyro,Green Comet w/ Tail,00:00:42:980,051;151;251;351;451,,0.0,pyro-10,| Pyro,2.1 PFT Green Comet w/ Tail,00:00:46:698,052,,2.1,pyro-10,| DMX,Sparks Flash,00:00:48:100,00;00;00;00;00;00;FF;00;FF;00;FF,4.0,0.0,sparkular-06, Figure 2 – Example Showven script for pyro and DMX   Example files for a mixed pyro and DMX show are available for download in Table 4.  The example show contains six DMX fixture positions and fourteen pyro positions.  The DMX fixture positions contain flashes of the Sparkular fixture with adjusted durations.  The DMX fixture positions also contain safety channel events covering the duration of the firing.   The timeline for the example show is shown in Figure 3.   Figure 3 – Timeline for example mixed pyro and DMX show.     Table 4 – Downloads Download link Explanation test-showven-fxcommander-sparkular01.fin Example show file test-showven-fxcommander-sparkular01.csv Example exported script file (CSV) fixture-setup01.pdf Example DMX Fixture Setup report

Official PyroJam 2024 Discussion Topic

The PyroJam 2024 design competition is LIVE! This is your chance to see your show design brought to life in front of thousands of people and compete for $5,000 in prizes. New to PyroJam? Don’t wait to get started, the deadline to submit your show is March 1, 2024. Get all the details at finale3d.com/pyrojam. Have a question? Need some help? Post it here!   PyroJam 2024 FAQ:   1) When I import my MP3 soundtrack into Finale 3D, I hear audio artifacts like, static, crackling, popping, or clicking, how can I fix this problem? To resolve this issue, encode or convert your soundtrack to WAV before importing it into Finale 3D. If you need a tool for audio editing, Audacity is a great free option. When creating a WAV file, use a sample rate of 44.1 kHz (44,100 Hz) and bit depth of 16-bit. WAV files with other sample rates and bit depths may not work properly in Finale 3D.   2) What kind of single shot racks are used at PyroJam? The single shot racks used at PyroJam are produced by CraigCo. You can see the racks in the PyroJam behind-the-scenes video.   3) Can 360-degree circle racks for single shots be used at PyroJam? No, circle racks can’t be used in the PyroJam competition because firing positions will be placed on the ground. The only exception is a special selection of single shot effects which can be shot horizontally. For details, see: Firing effects horizontally.   4) What firing system will be used at PyroJam? The StarFire firing system will be used at PyroJam. The system is capable of 1/100th of a second (0.01 second) timing resolution and can fire any number of pins simultaneously. Please keep in mind that you are only responsible for the artistic design. When you submit your show, you do not need to assign firing system modules or pins. If your show is selected to be produced, the firing system addresses will be assigned by the PyroJam organizers. You can see how this is done in the PyroJam behind-the-scenes video.   5) Can liquid fuel mines be used in the PyroJam competition? No, liquid fuel mines cannot be used in the PyroJam competition. When designing your show, please only use effects contained in the PyroJam catalog. This effect has been used at PyroJam, but not in the competition shows. If you saw this in a video, it was from the opening or closing shows which are out of competition.   6) Can more firing positions be added to the PyroJam layout? The PyroJam design template includes 53 predefined firing positions. You may use as many or as few firing positions as you like but modifying the layout by adding positions is not permitted.     P.S. If you’re new to the forum, don’t forget to head over to your My Profile and customize your Display Name and Profile Picture!      

Reply To: Touchscreen monitor

Thank you for the info. I had the same thoughts on usability. I have always seen them and have been curious to see if they were actually usable or just a novelty like you said. I may have access to try one out so I’ll have to see if it works for anything I am doing!!

Reply To: Finale 3D Feature Requests

I love the additional drawing capabilities recently added to the racks window! The following are three suggestions/requests: 1) The ability to define custom line/fill/text colors for items using a hex code (e.g. matching the colors defined for racks to create a legend or other setup note) 2) The ability to align and distribute multiple drawing items 3) To be able to select all (drawing items and racks) and have everything move together (e.g. the final layout with drawing items needs to be centered on the page)   The added Racks dimensions and other attributes is also very helpful! When choosing colors for the racks the individual mortars are a lighter shade of the same color but it’s sometimes difficult to see the pin number depending on the color for a particular rail/pin. Maybe define rack color and mortar (circle) color? Of course it would also be nice to define the color rotation for rail/pin.

Reply To: Touchscreen monitor

I’ve used Finale 3D with a touchscreen before and it suffers from the same problems nearly any natively-desktop user interface suffers from. It’s not ideal but everything is usable (of course, like it would be with regular keyboard/mouse input, just not specifically optimized for touchscreens). It’s difficult to do anything with high precision when using a touchscreen (examples: adjusting column widths in the various Finale 3D windows, dragging events on the timeline, etc). Similar problems exist when using a touchpad or trackpad, but to a lesser extent.   Years ago, I bought a touchscreen laptop for portability reasons and the convenience of having a cool touchscreen, but it didn’t take long for the novelty to wear off and for me to regret letting that factor weigh as heavily as it did in my purchasing decision. It’s great for some basic things, but for precision control like you probably want in Finale 3D, I would not recommend going out of your way to use a touchscreen.   If you can, maybe try one out for some actual work like this and see what you think before making a significant purchase decision. You might find that it’s just not as useful as you’d hoped (like me). You might also find that you love it for some other reason(s) (they can be great for simple things like watching videos, etc), but I think it’s unlikely that you’ll find it to be a great tool for Finale 3D.

Reply To: Finale 3D Feature Requests

1、Can you add multiple hosts to the same choreography? 2、Can the description in the label be larger than the font size?

Touchscreen monitor

Does anyone have any experience using a touchscreen monitor in finale3d? If so. Are there any pros or cons to using one? I have been contemplating getting one but wanted to see if anyone had any thoughts on using one.   thanks  

Recording sound level measurements for effects

The sound level calculations for sound level charts and sound meter elements in site layout diagrams are based on sound specifications of the individual effects, which come from real world measurements.  This article presents guidelines for taking measurements and recording them in the sound specifications of effects in Finale 3D‘s supplier catalogs or personal effect collections or the Per-Show Effects of individual shows. The sound specifications in Finale 3D provide a framework for recording the measurements as “decibels at distance”.  Sound specification decibels are only meaningful in conjunction with the distance between the sound source and the measurement location.  An aerial salute from a distance of 100 meters is not as loud as a firecracker at your feet.   The firecracker at your feet won’t cause permanent hearing damage.  A salute at your feet might leave you deaf.  Their respective sound specifications could be measured and represented as,   Table 1 – Decibels AND distance are required for sound specifications  Effect Decibels Distance Aerial Salute 115 dB 100.0 meters Firecracker 120 dB 2.0 meters It is not required for the sound specification distances to be the same for all effects.  The attenuation of sound intensity over distance is easily calculated, so Finale 3D can create sound level charts and diagrams based on whatever distances the effects’ sound specifications use.   Representing firework sound levels as impulses The fireworks sounds that have the most impact on sound levels of fireworks shows are the concussive impulses from launches and breaks.  In order to make sound specifications practical for fireworks professionals to measure and record, Finale 3D adopts the model that effect sound characteristics are only the launch and break impulses, as measured from a recorded distance.  This model ignores continuous sounds such as from gerbs, whistles, and crackle, which are not insignificant but which are generally secondary to the launches and breaks. For a simple shell, the model boils down to three numbers: launch decibels, break decibels, and the distance of the measurement.  A comet or mine boils down to just two numbers, since they don’t have breaks.  A cake requires the distance of measurement and then launch and/or break decibels for each shot of the cake.   Setting the sound specifications of effects in Finale 3D To set the sound specifications of an effect in Finale 3D, right-click on the row in the effect window and select “Set physical specifications…”, which brings up the dialog shown in Figure 1.   Figure 1 – Three fields — launch, break, and distance — are all that is required for an effect.   The launch, break, and distance fields in the dialog are the complete sound specifications of the effect.  The launch and break fields can contain either a single number, indicating the decibels at distance of the effect, or a list of numbers representing the sound levels of all the shots of the cake.   Sound level meter settings The numbers are measurements that you take with a sound level meter and at known distance from the effect.  Since the effect specifications include the break height or provide enough information for a reasonable break height to be calculated, it suffices to use a single distance — the distance on the ground — for the entire sound specifications rather than entering separate distances for the breaks and launches (Finale 3D will make the adjustment for the break height). The break and launch sound level measurements themselves are the maximum sound level of the impulses.  Using a consumer or industrial sound level meter, the number you need to record is the sound pressure level (SPL), which may also be called the Lmax. Sound level meters have two or three choices for frequency weighting (A, C, Z).  In keeping with the requirements of most purposes for sound level charts, Finale 3D adopts the “A” frequency weighting as the convention, so please choose “A” on your sound level meter if you want your measurements to use the same standard as the defaults and supplier catalogs. Sound level meters have two or three choices for time weighting (Fast, Slow, or Impulse).  Finale 3D adopts the fast, or 125ms time weighting as the convention, so please choose “F” on your sound level meter for consistency with supplier catalogs. With the “A” and “F” setting choices, as summarized in Table 2, the sound levels recorded by the sound level meter may be indicated as LAFmax, or LAmax, or Lmax, or just SPL, all meaning the same thing.  Lpeak is a different measurement, which would not be consistent with the measurements of other supplier catalogs.   Table 2 – Sound level meter settings  Setting Options Selected option Frequency weighting “A” or “C” or “Z” “A” Time weighting “F” or “S” or “I” “F”   Procedure for taking measurements A procedure for taking sound measurements for a set of effects is: Create test show with one or two each effect in a sequence, one after another separated by a few seconds. Choose a measurement location, and measure the distance on the ground from the measurement location to the launch positions of the effects.  If all the effects are in approximately the same position, then there’s only one distance to measure.  If effects are at different positions for different sizes, measure the distance to each position. Turn on the sound level meter at the measurement location and configure the sound level meter to log samples at a frequency of 1 Hz. Start sound level meter logging, and fire the show. After the show finishes, return to the office and match up the sound level measurements log with the show script.  Record the launch and break decibel levels of each effect and their respective launch position distance in the physical specifications dialog shown above (Figure 1).  See instructions below for cakes, which are a little more complicated to record than individual effects.   Guidance for choosing a sound level meter Most consumer and industrial sound level meters costing from USD $100 to USD $2000 will include options for “A” and “F” frequency and time weightings.  However not all sound level meters, even expensive ones, are logging sound level meters, which is an important feature if you want to take measurements of all your effects organized in a test show.  Make sure to choose a logging sound level meter. One feature you do not need is an “integrating” or “averaging” sound level meter.  Since the sound specifications of the effects are just impulses, you have no need for average sound levels. One inexpensive sound level meter that includes logging is the EnnoLogic Decibel Meter and Recorder eS528L, available from Amazon or https://ennologic.com/product/decibel-meter-and-recorder-es528l/   Setting the sound specifications for cakes The launch and break fields of the dialog of Figure 1 can hold single numbers for individual effects or lists of numbers for cakes with multiple shots.  For cakes, the syntax of the list of numbers is: [timeOffsetMs_0 decibels_0 timeOffsetMs_1 decibels_1 timeOffsetMs_2 decibels_2 ... ] The millisecond time offsets in the launch field are relative to the ignition of the cake.  Thus if a cake had 10 shots over a total firing duration of 4.5 seconds, the time offsets would be 0, 500, 1000, 1500, 2000, 2500, 3000, 3500, 4000, 4500.  If the shots were all 100 decibels, the full specification in the launch field would be, [0 100.0 500 100.0 1000 100.0 1500 100.0 2000 100.0 2500 100.0 3000 100.0 3500 100.0 4000 100.0 4500 100.0] Unlike for cakes, the sound specifications for chains should represent only the first shell, and therefore generally do not require a list of sound impulses.  When chains are inserted into a show from an effects collection, the chains are expanded to multiple events in the script, which are then grouped together into a single row to give the appearance in the script that the chain is a single item.  Notwithstanding, the chain shells are each individual rows in the script, each with its own sound impulses for launch and break. For cakes with dozens or hundreds of shots, it would not be practical to match up a the log data from the sound level meter with the individual shots of the cake; it would just be too much work.  What you can do is identify the launch and break sound levels of the first shot of the cake, and then build out lists of time offsets paired with those numbers for the break and launch field, like the example above. Even building the list of time offsets, though, is a lot of work.   As a trick to save time, you can use Finale 3D‘s function “Effects > Sound levels > Set effect sound levels to defaults…” for individual selected rows in the effects window.  That function will generate the lists of time offsets for you based on the VDL of the cake.  You can then edit the list in the physical specifications dialog of Figure 1 to replace the default decibel levels with decibel levels you measured. For accurate sound level charts, all-at-once cakes require that you adjust the time offsets of the shots to make them not all-at-once, i.e., not at the same time.  The reason is, in the real world the shots are separated in time by the fraction of a second it its the fuse between them to burn, plus whatever random variation there is in the ignition time of the composition.  Thus in the real world the sounds aren’t precisely at the same time, and they therefore to not combine intensities as simultaneous sounds would.  To match the real world, just make sure your time offsets are separated by a small amount of time, such as 10 milliseconds.

Reply To: Random but synchronized break orientations? RA57207 VDL

Thanks Drew, that makes sense, smart design. For some reason it looked like they were randomized relative to each other but I must have misinterpreted what I was seeing. Thanks again for setting me straight. -Chris